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Author Topic: Renaissance Initial Impressions  (Read 2350 times)

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Beyond Awesome

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Re: Renaissance Initial Impressions
« Reply #50 on: November 08, 2018, 09:40:43 pm »
0

Is Cathedral worth buying on a board with no extra gains? Because buying it turn 1 means you'll always have a 10-or-fewer-card deck.

Generally yes.

Really?

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JW

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Re: Renaissance Initial Impressions
« Reply #51 on: November 08, 2018, 10:59:13 pm »
0

Is Cathedral worth buying on a board with no extra gains? Because buying it turn 1 means you'll always have a 10-or-fewer-card deck.

Depends on the kingdom, but keep in mind that if there are junkers (extra gains, for your opponent!) not buying Cathedral may result in you having a large deck swamped with junk (and even with Cathedral you may end up at more than 10 cards).
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Jimmmmm

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Re: Renaissance Initial Impressions
« Reply #52 on: November 09, 2018, 01:29:42 am »
+2

Is Cathedral worth buying on a board with no extra gains? Because buying it turn 1 means you'll always have a 10-or-fewer-card deck.

Depends on the kingdom, but keep in mind that if there are junkers (extra gains, for your opponent!) not buying Cathedral may result in you having a large deck swamped with junk (and even with Cathedral you may end up at more than 10 cards).

I think "no extra gains" implies that no junking will happen.

Maybe getting Cathedral on say turn 6 and maintaining a 15-card deck would work?

I wonder if buying a junker, prompting your opponent to buy Cathedral, and then never using your junker will be a thing.
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Aleimon Thimble

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Re: Renaissance Initial Impressions
« Reply #53 on: November 09, 2018, 03:42:12 am »
0

You can totally build a single-Province engine with 10 cards. I guess the only problem is that you will have to cannibalize engine parts after greening, but even then, it's possible.

The presence of Cathedral does weaken junking attacks to the extent that I probably wouldn't buy them.
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Awaclus

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Re: Renaissance Initial Impressions
« Reply #54 on: November 09, 2018, 10:02:21 am »
0

Is Cathedral worth buying on a board with no extra gains? Because buying it turn 1 means you'll always have a 10-or-fewer-card deck.

Generally yes.

Really?

The most recent time I played Renaissance games on ShiT, the approach I took with Cathedral was that I bought it turn 1 and then I took a look at the rest of the kingdom to decide what strategy I should go for. I regretted the Cathedral exactly 0 times out of several games it was in, and there was a game that my opponent resigned T1 because he had a 2/5, which was not entirely unreasonable.

This implies that I bought Cathedral without knowing whether or not there was any +buys or extra gains in the kingdom and never regretted it.
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GendoIkari

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Re: Renaissance Initial Impressions
« Reply #55 on: November 09, 2018, 10:27:55 am »
+2

Is Cathedral worth buying on a board with no extra gains? Because buying it turn 1 means you'll always have a 10-or-fewer-card deck.

Generally yes.

Really?

The most recent time I played Renaissance games on ShiT, the approach I took with Cathedral was that I bought it turn 1 and then I took a look at the rest of the kingdom to decide what strategy I should go for. I regretted the Cathedral exactly 0 times out of several games it was in, and there was a game that my opponent resigned T1 because he had a 2/5, which was not entirely unreasonable.

This implies that I bought Cathedral without knowing whether or not there was any +buys or extra gains in the kingdom and never regretted it.

But it doesn't tell us if you ever ended up in a game with no +buys or extra gains. And if you didn't, we don't know at all if you would have regretted it if you had.
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trivialknot

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Re: Renaissance Initial Impressions
« Reply #56 on: November 15, 2018, 02:40:31 pm »
+1

We got our physical copy of Dominion.

We played a game where the only "village" was Patron.  We couldn't build an engine out of it, but it seemed really effective for BM+terminal draw.  We realized that Patron eliminated the biggest drawback of terminal draw (drawing actions dead) since you could just spend a villager, play some cantrips, and get the villager back by ending with Patron.

I know I should have seen that coming, but this nonetheless surprised me.  Terminal draw plus cantrips!  A whole new type of deck!
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